Armaments of the Steel Realms

Steel Realms
Armaments of the Steel Realms can be purchased everywhere. Often, Battleworn items can be found for cheap, and repaired later. Technology has created a myriad of choices beyond natural weapons, including treatments like Ducateon Weathering.

Hand Crafted: Every suit of armor has a personal touch in the Steel Realms. Many amrament producers have their own ‘assembly lines’ for armies, but many are hand made for individuals and fitted to them. Heavy armors that are fitted and well articulated are cost prohibitive, but this is offset with the benefits of less encumbrance and weight. Local variants will often achieve the equivalence through layering or material substitution by the smith.

The Culture of Armaments

War is a central feature of the Steel Realms. The factions, faiths, nations, and cadres of various sentient beings, monstrous creatures, the undying Lich-Kings of the north, and the unending war of light and darkness create a need for the smith with the ability to make Armor and Weapons. This knowledge and craft is called upon daily to defend and carry the fight to enemies. Smiths are paid well for this service, and held in high regard.

Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Local criminal enterprises are involved in currency, trade, items of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production. Marks are usually found on Notable Items with long histories.

Armament Policies of the Steel Realms

The following places only allow the sale of armor and weapons through approved/permitted sellers: Beryl, Northern Merchant Cities, Southern Merchant Cities, Northgate Garrison, Southgate Garrison, and Umbak. Also, none of the towns or villages near the Pacification Garrisons of the High King will sell without clear cause or permission.

The following places DO NOT restrict the sale of armor and weapons during time of war: Northern Merchant Cities, Southern Merchant Cities (including Ados). Availability gets scarcer though.


Realm's Aptitude Powers: Divine, Occult, and Psychic